/* -------------------------------------------------------------------------------

This code is based on source provided under the terms of the Id Software 
LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the
GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of 
LICENSE_ID, please contact Id Software immediately at info@idsoftware.com.

All changes and additions to the original source which have been developed by
other contributors (see CONTRIBUTORS) are provided under the terms of the
license the contributors choose (see LICENSE), to the extent permitted by the
LICENSE_ID. If you did not receive a copy of the contributor license,
please contact the GtkRadiant maintainers at info@gtkradiant.com immediately.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#ifndef GAME_ETUT_H
#define GAME_ETUT_H



/* -------------------------------------------------------------------------------

content and surface flags

------------------------------------------------------------------------------- */

/* game flags */
#define U_CONT_SOLID				1			/* an eye is never valid in a solid */
#define U_CONT_LAVA					8
#define U_CONT_SLIME				16
#define U_CONT_WATER				32
#define U_CONT_FOG					64

#define U_CONT_AREAPORTAL			0x8000

#define U_CONT_PLAYERCLIP			0x10000
#define U_CONT_MONSTERCLIP			0x20000
#define U_CONT_TELEPORTER			0x40000
#define U_CONT_JUMPPAD				0x80000
#define U_CONT_CLUSTERPORTAL		0x100000
#define U_CONT_DONOTENTER			0x200000
#define U_CONT_BOTCLIP				0x400000

#define U_CONT_ORIGIN				0x1000000	/* removed before bsping an entity */

#define U_CONT_BODY					0x2000000	/* should never be on a brush, only in game */
#define U_CONT_CORPSE				0x4000000
#define U_CONT_DETAIL				0x8000000	/* brushes not used for the bsp */
#define U_CONT_STRUCTURAL			0x10000000	/* brushes used for the bsp */
#define U_CONT_TRANSLUCENT			0x20000000	/* don't consume surface fragments inside */
#define U_CONT_TRIGGER				0x40000000
#define U_CONT_NODROP				0x80000000	/* don't leave bodies or items (death fog, lava) */

#define U_SURF_NODAMAGE				0x1			/* never give falling damage */
#define U_SURF_SLICK				0x2			/* effects game physics */
#define U_SURF_SKY					0x4			/* lighting from environment map */
#define U_SURF_LADDER				0x8
#define U_SURF_NOIMPACT				0x10		/* don't make missile explosions */
#define U_SURF_NOMARKS				0x20		/* don't leave missile marks */
#define U_SURF_FLESH				0x40		/* make flesh sounds and effects */
#define U_SURF_NODRAW				0x80		/* don't generate a drawsurface at all */
#define U_SURF_HINT					0x100		/* make a primary bsp splitter */
#define U_SURF_SKIP					0x200		/* completely ignore, allowing non-closed brushes */
#define U_SURF_NOLIGHTMAP			0x400		/* surface doesn't need a lightmap */
#define U_SURF_POINTLIGHT			0x800		/* generate lighting info at vertexes */
#define U_SURF_METALSTEPS			0x1000		/* clanking footsteps */
#define U_SURF_NOSTEPS				0x2000		/* no footstep sounds */
#define U_SURF_NONSOLID				0x4000		/* don't collide against curves with this set */
#define U_SURF_LIGHTFILTER			0x8000		/* act as a light filter during q3map -light */
#define U_SURF_ALPHASHADOW			0x10000		/* do per-pixel light shadow casting in q3map */
#define U_SURF_NODLIGHT				0x20000		/* don't dlight even if solid (solid lava, skies) */
#define U_SURF_DUST					0x40000		/* leave a dust trail when walking on this surface */

/* ydnar flags */
#define U_SURF_VERTEXLIT			(U_SURF_POINTLIGHT | U_SURF_NOLIGHTMAP)

/* materials */
#define U_MAT_MASK					0xFFF00000	/* mask to get the material type */

#define U_MAT_NONE					0x00000000
#define U_MAT_TIN					0x00100000
#define U_MAT_ALUMINUM				0x00200000
#define U_MAT_IRON					0x00300000
#define U_MAT_TITANIUM				0x00400000
#define U_MAT_STEEL					0x00500000
#define U_MAT_BRASS					0x00600000
#define U_MAT_COPPER				0x00700000
#define U_MAT_CEMENT				0x00800000
#define U_MAT_ROCK					0x00900000
#define U_MAT_GRAVEL				0x00A00000
#define U_MAT_PAVEMENT				0x00B00000
#define U_MAT_BRICK					0x00C00000
#define U_MAT_CLAY					0x00D00000
#define U_MAT_GRASS					0x00E00000
#define U_MAT_DIRT					0x00F00000
#define U_MAT_MUD					0x01000000
#define U_MAT_SNOW					0x01100000
#define U_MAT_ICE					0x01200000
#define U_MAT_SAND					0x01300000
#define U_MAT_CERAMICTILE			0x01400000
#define U_MAT_LINOLEUM				0x01500000
#define U_MAT_RUG					0x01600000
#define U_MAT_PLASTER				0x01700000
#define U_MAT_PLASTIC				0x01800000
#define U_MAT_CARDBOARD				0x01900000
#define U_MAT_HARDWOOD				0x01A00000
#define U_MAT_SOFTWOOD				0x01B00000
#define U_MAT_PLANK					0x01C00000
#define U_MAT_GLASS					0x01D00000
#define U_MAT_WATER					0x01E00000
#define U_MAT_STUCCO				0x01F00000



/* -------------------------------------------------------------------------------

game_t struct

------------------------------------------------------------------------------- */

{
	"etut",				/* -game x */
	"etut",				/* default base game data dir */
	".etwolf",			/* unix home sub-dir */
	"et",				/* magic path word */
	"scripts",			/* shader directory */
	1024,				/* max lightmapped surface verts */
	1024,				/* max surface verts */
	6144,				/* max surface indexes */
	qfalse,				/* flares */
	"flareshader",		/* default flare shader */
	qfalse,				/* wolf lighting model? */
	128,				/* lightmap width/height */
	2.2f,				/* lightmap gamma */
	1.0f,				/* lightmap exposure */
	1.0f,				/* lightmap compensate */
	"IBSP",				/* bsp file prefix */
	47,					/* bsp file version */
	qfalse,				/* cod-style lump len/ofs order */
	LoadIBSPFile,		/* bsp load function */
	WriteIBSPFile,		/* bsp write function */

	{
		/* name				contentFlags				contentFlagsClear			surfaceFlags				surfaceFlagsClear			compileFlags				compileFlagsClear */
		
		/* default */
		{ "default",		U_CONT_SOLID,				-1,							0,							-1,							C_SOLID,					-1 },
		
		
		/* ydnar */
		{ "lightgrid",		0,							0,							0,							0,							C_LIGHTGRID,				0 },
		{ "antiportal",		0,							0,							0,							0,							C_ANTIPORTAL,				0 },
		{ "skip",			0,							0,							0,							0,							C_SKIP,						0 },
		
		
		/* compiler */
		{ "origin",			U_CONT_ORIGIN,				U_CONT_SOLID,				0,							0,							C_ORIGIN | C_TRANSLUCENT,	C_SOLID },
		{ "areaportal",		U_CONT_AREAPORTAL,			U_CONT_SOLID,				0,							0,							C_AREAPORTAL | C_TRANSLUCENT,	C_SOLID },
		{ "trans",			U_CONT_TRANSLUCENT,			0,							0,							0,							C_TRANSLUCENT,				0 },
		{ "detail",			U_CONT_DETAIL,				0,							0,							0,							C_DETAIL,					0 },
		{ "structural",		U_CONT_STRUCTURAL,			0,							0,							0,							C_STRUCTURAL,				0 },
		{ "hint",			0,							0,							U_SURF_HINT,				0,							C_HINT,						0 },
		{ "nodraw",			0,							0,							U_SURF_NODRAW,				0,							C_NODRAW,					0 },
		
		{ "alphashadow",	0,							0,							U_SURF_ALPHASHADOW,			0,							C_ALPHASHADOW | C_TRANSLUCENT,	0 },
		{ "lightfilter",	0,							0,							U_SURF_LIGHTFILTER,			0,							C_LIGHTFILTER | C_TRANSLUCENT,	0 },
		{ "nolightmap",		0,							0,							U_SURF_VERTEXLIT,			0,							C_VERTEXLIT,				0 },
		{ "pointlight",		0,							0,							U_SURF_VERTEXLIT,			0,							C_VERTEXLIT,				0 },
		
		
		/* game */
		{ "nonsolid",		0,							U_CONT_SOLID,				U_SURF_NONSOLID,			0,							0,							C_SOLID },
		
		{ "trigger",		U_CONT_TRIGGER,				U_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
		
		{ "water",			U_CONT_WATER,				U_CONT_SOLID,				0,							0,							C_LIQUID | C_TRANSLUCENT,	C_SOLID },
		{ "slime",			U_CONT_SLIME,				U_CONT_SOLID,				0,							0,							C_LIQUID | C_TRANSLUCENT,	C_SOLID },
		{ "lava",			U_CONT_LAVA,				U_CONT_SOLID,				0,							0,							C_LIQUID | C_TRANSLUCENT,	C_SOLID },
		
		{ "playerclip",		U_CONT_PLAYERCLIP,			U_CONT_SOLID,				0,							0,							C_DETAIL | C_TRANSLUCENT,	C_SOLID },
		{ "monsterclip",	U_CONT_MONSTERCLIP,			U_CONT_SOLID,				0,							0,							C_DETAIL | C_TRANSLUCENT,	C_SOLID },
		{ "nodrop",			U_CONT_NODROP,				U_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
		
		{ "clusterportal",	U_CONT_CLUSTERPORTAL,		U_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
		{ "donotenter",		U_CONT_DONOTENTER,			U_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
		{ "botclip",		U_CONT_BOTCLIP,				U_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
		
		{ "fog",			U_CONT_FOG,					U_CONT_SOLID,				0,							0,							C_FOG,						C_SOLID },
		{ "sky",			0,							0,							U_SURF_SKY,					0,							C_SKY,						0 },
		
		{ "slick",			0,							0,							U_SURF_SLICK,				0,							0,							0 },
		
		{ "noimpact",		0,							0,							U_SURF_NOIMPACT,			0,							0,							0 },
		{ "nomarks",		0,							0,							U_SURF_NOMARKS,				0,							C_NOMARKS,					0 },
		{ "ladder",			0,							0,							U_SURF_LADDER,				0,							0,							0 },
		{ "nodamage",		0,							0,							U_SURF_NODAMAGE,			0,							0,							0 },
		{ "metalsteps",		0,							0,							U_SURF_METALSTEPS,			0,							0,							0 },
		{ "flesh",			0,							0,							U_SURF_FLESH,				0,							0,							0 },
		{ "nosteps",		0,							0,							U_SURF_NOSTEPS,				0,							0,							0 },
		{ "nodlight",		0,							0,							U_SURF_NODLIGHT,			0,							0,							0 },
		{ "dust",			0,							0,							U_SURF_DUST,				0,							0,							0 },
		
		
		/* materials */
		{ "*mat_none",		0,							0,							U_MAT_NONE,					U_MAT_MASK,					0,							0 },
		{ "*mat_tin",		0,							0,							U_MAT_TIN,					U_MAT_MASK,					0,							0 },
		{ "*mat_aluminum",	0,							0,							U_MAT_ALUMINUM,				U_MAT_MASK,					0,							0 },
		{ "*mat_iron",		0,							0,							U_MAT_IRON,					U_MAT_MASK,					0,							0 },
		{ "*mat_titanium",	0,							0,							U_MAT_TITANIUM,				U_MAT_MASK,					0,							0 },
		{ "*mat_steel",		0,							0,							U_MAT_STEEL,				U_MAT_MASK,					0,							0 },
		{ "*mat_brass",		0,							0,							U_MAT_BRASS,				U_MAT_MASK,					0,							0 },
		{ "*mat_copper",	0,							0,							U_MAT_COPPER,				U_MAT_MASK,					0,							0 },
		{ "*mat_cement",	0,							0,							U_MAT_CEMENT,				U_MAT_MASK,					0,							0 },
		{ "*mat_rock",		0,							0,							U_MAT_ROCK,					U_MAT_MASK,					0,							0 },
		{ "*mat_gravel",	0,							0,							U_MAT_GRAVEL,				U_MAT_MASK,					0,							0 },
		{ "*mat_pavement",	0,							0,							U_MAT_PAVEMENT,				U_MAT_MASK,					0,							0 },
		{ "*mat_brick",		0,							0,							U_MAT_BRICK,				U_MAT_MASK,					0,							0 },
		{ "*mat_clay",		0,							0,							U_MAT_CLAY,					U_MAT_MASK,					0,							0 },
		{ "*mat_grass",		0,							0,							U_MAT_GRASS,				U_MAT_MASK,					0,							0 },
		{ "*mat_dirt",		0,							0,							U_MAT_DIRT,					U_MAT_MASK,					0,							0 },
		{ "*mat_mud",		0,							0,							U_MAT_MUD,					U_MAT_MASK,					0,							0 },
		{ "*mat_snow",		0,							0,							U_MAT_SNOW,					U_MAT_MASK,					0,							0 },
		{ "*mat_ice",		0,							0,							U_MAT_ICE,					U_MAT_MASK,					0,							0 },
		{ "*mat_sand",		0,							0,							U_MAT_SAND,					U_MAT_MASK,					0,							0 },
		{ "*mat_ceramic",	0,							0,							U_MAT_CERAMICTILE,			U_MAT_MASK,					0,							0 },
		{ "*mat_ceramictile",	0,						0,							U_MAT_CERAMICTILE,			U_MAT_MASK,					0,							0 },
		{ "*mat_linoleum",	0,							0,							U_MAT_LINOLEUM,				U_MAT_MASK,					0,							0 },
		{ "*mat_rug",		0,							0,							U_MAT_RUG,					U_MAT_MASK,					0,							0 },
		{ "*mat_plaster",	0,							0,							U_MAT_PLASTER,				U_MAT_MASK,					0,							0 },
		{ "*mat_plastic",	0,							0,							U_MAT_PLASTIC,				U_MAT_MASK,					0,							0 },
		{ "*mat_cardboard",	0,							0,							U_MAT_CARDBOARD,			U_MAT_MASK,					0,							0 },
		{ "*mat_hardwood",	0,							0,							U_MAT_HARDWOOD,				U_MAT_MASK,					0,							0 },
		{ "*mat_softwood",	0,							0,							U_MAT_SOFTWOOD,				U_MAT_MASK,					0,							0 },
		{ "*mat_plank",		0,							0,							U_MAT_PLANK,				U_MAT_MASK,					0,							0 },
		{ "*mat_glass",		0,							0,							U_MAT_GLASS,				U_MAT_MASK,					0,							0 },
		{ "*mat_water",		0,							0,							U_MAT_WATER,				U_MAT_MASK,					0,							0 },
		{ "*mat_stucco",	0,							0,							U_MAT_STUCCO,				U_MAT_MASK,					0,							0 },

		
		/* null */
		{ NULL, 0, 0, 0, 0, 0, 0 }
	}
}



/* end marker */
#endif

